One of my favorite, small rules in a game is in Spectaculars – characters get a set of skills based on their background (“Identity”) with a percentage chance of success next to each of them. At the bottom of the list, is “Anything Else – 50%”.
It’s a small, simple rule, but it actually smoothes out play in a very nice way.
First, between the many different systems I play, and my brain not being able to just flip a switch anymore on game rules, it solves the classic “Ugh, uh, which stat/skill does this go under again?” question that comes up in games. It’s annoying to me when I’m GMing, but it’s also bad for the player because usually if you’ve hit that moment, it’s because they’re doing something creative or interesting, and slowing down play serves as a minor disincentive.
Second, for players, it also makes a useful reminder – if players look to their character sheets when asked “What do you do?” it also allows works as a reminder they’re not limited to just their immediate powers and skills, BUT ALSO that the odds of success are not terrible (in some games, unskilled activity is a long shot).
A week or two ago, I saw a discussion where someone was worried that some games present the rules in a way that players stop thinking about the fictional possibilities, because “only what is explicitly PERMITTED by the rules” is acceptable. “Anything Else” solves that right there, and keeps it available.
Now, to be sure, you typically want to use any of your other abilities because you end up with better odds of success, but the fact that the lowest chance of success is still 50% is pretty good.
Although I don’t think every game will be served by having an Anything Else rule, I think a lot more, probably would be.
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